For more general details, info on the story behind this and how this information works and how its made, go to:
leray.proboards.com/post/27943/thread
Items found:
On ground level: SG, MG, CG, GL, 3x RL, HB, high amount of ammo, power suit, health and Large health packs
On the ventilation system: armor shards, small health packs, 2x RA, SSG 3 shells packs, 3 bullets packs, 2 rockets packs, 1 grenade pack, 1 cell pack, adrenaline, MH
Review:
Interesting theme in a very linear two floored map. OK ''cubish'' brushwork below in quality and complexity to Id maps, decent use of textures with some questionable ones, some misaligned also. Tree shaped simple layout, that end on some room and an outdoor simple area. Contrast in lighting: some bright areas with the rest around or darker than ID maps, but mostly flat. Not much variation in combats due to the layout, but the ventilation system works for some interesting ambushes. Item placement is decent, with some tactical placements (CG and RL in the outdoor, SSG in the ventilation system) but the rest as they come, due to the layout and brushwork, its quantity is high but most of the time nothing outrageous. An small amount of sounds were used, but nothing special.
The theme of this map is interesting, but it needed more corridors with better connectivity to work better. Also curving that LONG corridor, that makes the spine of the level would be good. The ventilation system help to reduce this but not that much. The ventilation itself is as large as the ground part which i good and bad at the same time.
The brushwork is ''cubish'', and even though its OK, the rocks are very flat, the shape of the outdoor part is too simple and there is barely things to use on combats or provide some amusement (more rocks, variation in height, details here and there ...), and the interior rooms look like they are just to enclose the things there is in there, one can't see an objective or reason in those room's walls. On the other side, some models were used well (the rocket's racks, the spaceships).
Suggestions:
- Add more lighting on those corridors and ventilation system, and deflat the lighting in the ventilation system. Use some brushwork to add some places to cast some shadows on the outside. Its sometimes hard to see the ladders, you should work on lighting there.
- Find some reason of existence to the walls in the interior rooms.
- Add more corridors connecting the existing ones.
- Reduce the size of the ventilation system, or make it so it takes less time to go through one entrance to the next, or make it so one can walk straight on those. Adding some room that can only be accesed through them with all those goodies you provide in the ventilation (RA, MH and adrenaline). Even better if those rooms can be seen from some other normal one but can't be reached from there.
- Add something to the outdoor area: changes in height, a ramp, the closed entrance to another base, more rocks, a bit more varied rockwork, ...
- Better brushwork on those computers, and try them to look realistic, not in shape, but in placement, by themselves, and between each other.
- Align the textures better, and change the ones used on the floor and ceiling of the ventialtion system.
- Wild idea: would be possible to put a monster in MP in a cell like if it were a trapped alien? The one that charges forward would be perfect. Maybe with just the model with the trick to use an model on an item, on a dark room with a glass so you can't light it with a weapon and can't see if the enemy is dead or alive. As a third option, putting the corpses of several of those.
At least one spawn point is too low and resulted in me being stuck.
Isn't that something that happens at random if the mapper lower the spawn points? I got that in several maps, but it didn't happened to me more than once per spawn point.